DirectX : Problem related to applying transformations

This is a discussion on DirectX : Problem related to applying transformations within the Game Programming forums, part of the General Programming Boards category; I started writing a basic window application and wanted to learn and make some primitives using DirectX.
I created window, ...

DirectX : Problem related to applying transformations

I started writing a basic window application and wanted to learn and make some primitives using DirectX.
I created window, created device and did all the necessary things needed to be done before enjoying drawing.
After declaring the vertices of a triangle, and then copying them to Vertex buffer, I rendered it. Finally, I got something on the screen .

The problem started when I wanted to transform the triangle. I wrote the code, with intention of rotating it along Y-axis, but it didn't worked. This is what I wrote: D3DXMatrixIdentity(&mTestRotMat); D3DXMatrixRotationY( &mTestRotMat, D3DXToRadian(55));
pd3dDevice->SetTransform(D3DTS_WORLD, &mTestRotMat);
pd3dDevice->SetFVF( D3DFVF_XYZRHW | D3DFVF_DIFFUSE );
pd3dDevice->SetStreamSource(0, m_v_buffer, 0, sizeof(vertex_info));
pd3dDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 1);

but this has no effect... :S
Also, worst part is I tried changing the z-coordinates of the primitive, but the triangle remains at the same position...

Am I missing anything ?

NOTE : since, this is just the basic program, I have not implemented camera, nor I am manipulating any of View, Projection Matrix.

Good. Glad to hear it worked out for you. The benefit now is that you can move your camera around and your objects will be affected since they are being fully transformed by the pipeline. Scaling, rotation, and the like are much simpler when you transform through the pipeline and you are also taking advantage of hardware acceleration since you are not transforming your vertices with D3DXVec3TransformCoord() or D3DXVec3TransformCoordArray(). For future reference if you are doing software transforms you should use ProcessVertices() instead of D3DXVec3TransformCoord() and D3DXVec3TransformCoordArray(). Check the SDK for details on why this is true.